diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/Sample.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/Sample.h')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/Sample.h | 226 |
1 files changed, 113 insertions, 113 deletions
diff --git a/samples/SampleBase/Sample.h b/samples/SampleBase/Sample.h index 241e40e..8c6e49c 100644..100755 --- a/samples/SampleBase/Sample.h +++ b/samples/SampleBase/Sample.h @@ -1,114 +1,114 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef SAMPLE_H -#define SAMPLE_H - -#include "PxTransform.h" -#include <string> -#include <vector> - - -struct AssetList -{ - struct BoxAsset - { - BoxAsset() : staticHeight(-std::numeric_limits<float>().infinity()), - jointAllBonds(false), extents(20, 20, 20), bondFlags(7) - {} - - struct Level - { - Level() :x(0), y(0), z(0), isSupport(0) {}; - - int x, y, z; - bool isSupport; - }; - - std::string id; - std::string name; - physx::PxVec3 extents; - float staticHeight; - bool jointAllBonds; - std::vector<Level> levels; - uint32_t bondFlags; - }; - - struct ModelAsset - { - ModelAsset() : isSkinned(false), transform(physx::PxIdentity) - {} - - std::string id; - std::string file; - std::string name; - physx::PxTransform transform; - bool isSkinned; - }; - - struct CompositeAsset - { - CompositeAsset() : transform(physx::PxIdentity) - {} - - struct AssetRef - { - std::string id; - physx::PxTransform transform; - }; - - struct Joint - { - int32_t assetIndices[2]; - uint32_t chunkIndices[2]; - physx::PxVec3 attachPositions[2]; - }; - - std::string id; - std::string name; - physx::PxTransform transform; - std::vector<AssetRef> assetRefs; - std::vector<Joint> joints; - }; - - std::vector<ModelAsset> models; - std::vector<CompositeAsset> composites; - std::vector<BoxAsset> boxes; -}; - -struct SampleConfig -{ - std::wstring sampleName; - std::string assetsFile; - std::vector<std::string> additionalResourcesDir; - AssetList additionalAssetList; -}; - -int runSample(const SampleConfig& config); - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef SAMPLE_H
+#define SAMPLE_H
+
+#include "PxTransform.h"
+#include <string>
+#include <vector>
+
+
+struct AssetList
+{
+ struct BoxAsset
+ {
+ BoxAsset() : staticHeight(-std::numeric_limits<float>().infinity()),
+ jointAllBonds(false), extents(20, 20, 20), bondFlags(7)
+ {}
+
+ struct Level
+ {
+ Level() :x(0), y(0), z(0), isSupport(0) {};
+
+ int x, y, z;
+ bool isSupport;
+ };
+
+ std::string id;
+ std::string name;
+ physx::PxVec3 extents;
+ float staticHeight;
+ bool jointAllBonds;
+ std::vector<Level> levels;
+ uint32_t bondFlags;
+ };
+
+ struct ModelAsset
+ {
+ ModelAsset() : isSkinned(false), transform(physx::PxIdentity)
+ {}
+
+ std::string id;
+ std::string file;
+ std::string name;
+ physx::PxTransform transform;
+ bool isSkinned;
+ };
+
+ struct CompositeAsset
+ {
+ CompositeAsset() : transform(physx::PxIdentity)
+ {}
+
+ struct AssetRef
+ {
+ std::string id;
+ physx::PxTransform transform;
+ };
+
+ struct Joint
+ {
+ int32_t assetIndices[2];
+ uint32_t chunkIndices[2];
+ physx::PxVec3 attachPositions[2];
+ };
+
+ std::string id;
+ std::string name;
+ physx::PxTransform transform;
+ std::vector<AssetRef> assetRefs;
+ std::vector<Joint> joints;
+ };
+
+ std::vector<ModelAsset> models;
+ std::vector<CompositeAsset> composites;
+ std::vector<BoxAsset> boxes;
+};
+
+struct SampleConfig
+{
+ std::wstring sampleName;
+ std::string assetsFile;
+ std::vector<std::string> additionalResourcesDir;
+ AssetList additionalAssetList;
+};
+
+int runSample(const SampleConfig& config);
+
#endif //SAMPLE_H
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